docs(architecture): close GameWindow render slice
Record the clean Release, lifecycle, soak, and framebuffer gates for Slice 7, advance the structural program to Slice 8, and preserve the observed process-residency diagnostic gap as issue 232 rather than weakening its leak threshold.\n\nCo-authored-by: Codex <codex@openai.com>
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CLAUDE.md
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CLAUDE.md
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@ -113,7 +113,7 @@ and the final two-client portal-out/materialization observer flow are
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user-gated. Deterministic world-lifecycle automation protects fresh login,
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outdoor/world-edge/dungeon travel, same-location revisit, exact graceful
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disconnect, and uncapped fresh-process reconnect with JSON/PNG artifacts.
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Release builds; 7,182 tests pass / 5 skip.
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Release builds; 7,341 tests pass / 5 skip.
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**Active prerequisite before new M4 subsystem work:** continue the
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behavior-preserving `GameWindow` decomposition reconciled on 2026-07-21.
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@ -121,16 +121,16 @@ Selection/interaction Slice 1, live-animation-presentation Slice 2, complete
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live-session ownership Slice 3, and live-entity App integration Slice 4 are
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landed. Focused hydration, teardown, inbound-authority, network-update, and
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motion-runtime owners now sit over canonical `LiveEntityRuntime` without a
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second GUID dictionary. Slice 5 landblock presentation and Slice 6 update-frame
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orchestration are complete. Streaming, input, the object/network barrier,
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liveness, teleport, player mode, and camera presentation have typed phase
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owners; `GameWindow.OnUpdate` is one orchestrator handoff with no substantial
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transitive callback facade. `GameWindow` is 7,026 raw lines / 241 fields / 108
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methods, down 8,697 lines (55.3%) from the 15,723-line campaign baseline. The
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7,182-test Release suite, 314-second lifecycle/reconnect gate, and 394-second
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synchronized nine-stop soak pass. Slice 7 draw-frame orchestration is active;
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Slice 8 finishes composition and Silk callback cleanup.
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See `docs/architecture/code-structure.md`. **Carried:** #153, #116, remaining
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second GUID dictionary. Slices 5–7 are complete: landblock presentation,
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update-frame orchestration, and render-frame orchestration all have typed
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owners. `GameWindow.OnUpdate` and `GameWindow.OnRender` are one-handoff methods;
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the frame owners have no direct window or anonymous callback-bag ownership.
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`GameWindow` is 4,666 raw lines / 196 fields / 70 methods, down 11,057 lines
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(70.3%) from the 15,723-line campaign baseline. The 7,341-test Release suite,
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315.6-second lifecycle/reconnect gate, and 395.2-second synchronized nine-stop
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soak pass. Final Slice 8 composition/shutdown and Silk callback cleanup is
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active. See `docs/architecture/code-structure.md`. **Carried:** #232, #153,
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#116, remaining
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R6 ownership cleanup, TS-50/TS-51/TS-53, Modern Pipeline MP1b+, and #225's
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lifestone/particle alpha visual gate.
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